Stellaris

Stellaris

31 ratings
Planetary Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.471 KB
12 Dec, 2018 @ 10:52am
4 Jun, 2019 @ 3:59pm
14 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Planetary Mod

Description
The modifiers of the special planets now seem too generic. This mod modifies the modifiers of Gaia World, Hive World, Machine World and Ecumenopolis. The idea is to make them more different from each other by trying to maintain balance.


In the vanilla game the modifiers are the following:

Gaia World

+10% Job Resources
+10% biological pops happiness


Ecumenopolis

+20% Job Resources
+50% Pop growth speed


Machine World

+10% Job Resources
-10% Pop housing usage


Hive World

+10% Job Resources


With the mod enabled:

Gaia World

+20% Biological Job Resources and +10% Biological Pops Happiness
+10% Robotic Job Resources and +5% Synthetic Pops Happiness
+20% Food from Jobs
+20% Pop growth speed
-10% Pop Amenities Usage
-10% Pop food consumption and Pop Consumer Goods Upkeep


Ecumenopolis

+10% Job Resources and +30% Trade Value from Jobs
+40% Pop growth speed and +20% Pop assembly speed
-10% Pop Amenities Usage
-10% Pop Consumer Goods Upkeep


Machine World

+25% Job Resources and +15% Engineering Research from Jobs
-15% Trade Value from Jobs and -5% Synthetic Pops Happiness
-20% Pop housing usage
+40% Pop assembly speed
-20% Pop Amenities Usage
+10% Building, District and Robot upkeep


Hive World

+15% Job Resources and +25% Society Research from Jobs
-10% Pop housing usage
+60% Pop growth speed
-30% Pop Amenities Usage
+10% Pop food consumption


The numbers are not final and may vary if something is too powerful or weak. But the concept that I want each planet to transmit is:

Gaia World: Paradise world where the pops are happier, so they produce more, grow more and need less amenities. Synthetics affect the environment less and therefore are not so happy or produce so much.

Ecumenopolis: City world where the pops enjoy the comforts of living in a city. Greater trade and growth thanks to the high density of population and available infrastructure.

Machine World: World controlled totally by the collective machine mind, directed to produce more resources and machines, with the necessary infrastructure to accommodate them more efficiently but with higher upkeep cost.

Hive World: World controlled by the hive mind. Specially designed to grow very fast and efficiently but with higher pop food consumption.


Version 2.3.*

For those who prefer a mod less based on modifying the modifiers of the special planets and more so that the Machines and Hive Minds have their corresponding worlds more specialized in growing and manufacturing alloys, there is the following mod: Machine-Forge and Hive Bioforge Worlds .

Although both mod are compatible with each other, they are not intended to be used at the same time.


Other mods:

Synthetic Ascension Path Mod

Armageddon bombardment for all non-pacifists

Cap Grow Assembly Buildings
8 Comments
Palillo  [author] 17 Dec, 2018 @ 4:38am 
I don't know, in my game I found non-scripted gaia worlds and everything was normal. If someone else happens, tell me.
ziyakaz 16 Dec, 2018 @ 12:24pm 
This issue only occurs when this mod is enabled, and it occurs even if this is the only mod enabled. I have tested for both 2.2.1 and 2.2.2.

In trying to narrow down the issue, I overwrote the mod and put all the other habitable world types into the mod file with their vanilla definitions. This resulted in all non-scripted habitable planets spawning in the same way that the non-scripted gaia worlds did -- no planetary features, just blockers.

Further, when this issue occurs, it seems that only three types of blockers are spawned on non-scripted habitable worlds: Impassable Mountains (d_mountain_range), Active Volcano (d_active_volcano), and Dangerous Wildlife (d_dangerous_wildlife_blocker). These also happen to be the first three blockers defined in 01_blocker_deposits.txt.

I can't find any good reason that this should be happening, but it is.
Palillo  [author] 16 Dec, 2018 @ 2:10am 
It should not, only the modifiers are changed, the rest of the file is exactly the same as the vanilla game. But I'll check to see if the same thing happens to me.
ziyakaz 15 Dec, 2018 @ 6:41pm 
I believe this is causing non-scripted gaia worlds to be generated incorrectly at game start. They don't have any planetary resources, just blockers.
Palillo  [author] 13 Dec, 2018 @ 9:34am 
The overwritten files are 00_planet_classes.txt and 02_planet_classes_megacorp.txt, and only the corresponding part is those 4 planet classes.

Regarding the changes, I am open to them. The problem of the research bonus is that then the Machine World should also have it due to similar reasoning. It could also apply to each planet bonuses to specific resources, for example that the Gaia Worlds have a greater production of food than minerals or energy. The problem is that this could make the planets a real mess with a lot of modifiers.
Etherbird 13 Dec, 2018 @ 9:16am 
Wonderful mod! What files exactly are overwritten? That helps check other mods for compatibility.
Also, I personally get the feeling that a world so completely taken over by a hivemind would be able to think better than a world with lesser density of drones.
Higher intelligence in animals is correlated with greater interconnectiveness in their neural system, and as hive mind building nomenclature alludes to neural systems, it would make sense for a hiveworld to be the central brain of the hivemind, with other research planets as smaller brains, similar to how cephalopods do this stuff (look it up, it's really fascinating!).
So, a small research bonus on a hiveworld? Like a +5% research boost and only +30% Defense Army Damage, and perhaps a small malus as well, like higher building upkeep?
Palillo  [author] 13 Dec, 2018 @ 2:01am 
It only overwrites the four modified planets, so in principle if that mod does not alter anything referring to these four planets then it should be compatible. But surely I do not know because I do not use it.
FROZEN BERRIES 13 Dec, 2018 @ 12:03am 
Is this compatible with Planetary Diversity?